audio-system
Use when implementing audio — audio buses, AudioStreamPlayer, spatial audio, music management, SFX pooling, and dynamic mixing
Works with
Agent Skills format with YAML frontmatter. Claude Code reads it as-is.
---
name: "audio-system"
description: "Use when implementing audio — audio buses, AudioStreamPlayer, spatial audio, music management, SFX pooling, and dynamic mixing"
license: "MIT"
---
# Audio System in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
> **Related skills:** **event-bus** for decoupled audio triggers, **save-load** for persisting audio settings, **resource-pattern** for audio data containers.
---
## 1. Core Concepts
### Audio Node Types
| Node | Dimensions | Use For |
|------------------------|------------|-----------------------------------------------|
| `AudioStreamPlayer` | Non-positional | Music, UI sounds, global SFX |
| `AudioStreamPlayer2D` | 2D positional | Footsteps, gunfire, environmental sounds |
| `AudioStreamPlayer3D` | 3D positional | Same as 2D but in 3D space |
### Audio Bus Architecture
Godot routes all audio through **buses** (like a mixing console).
```
Master (always exists)
├── Music → volume, effects for background music
├── SFX → volume, effects for sound effects
│ ├── Footsteps → sub-bus for fine-tuning
│ └── Weapons → sub-bus for fine-tuning
└── UI → volume for menu sounds
```
**Setup:** Bottom panel → Audio tab → Add buses, set names, route outputs.
Every AudioStreamPlayer has a `bus` property — set it to the target bus name (e.g., `"SFX"`, `"Music"`).
---
## 2. Basic Audio Playback
### GDScript
```gdscript
extends Node2D
@onready var sfx_player: AudioStreamPlayer2D = $AudioStreamPlayer2D
@onready var music_player: AudioStreamPlayer = $MusicPlayer
func _ready() -> void:
# Play background music (looping is set on the AudioStream resource)
music_player.play()
func play_jump_sound() -> void:
sfx_player.stream = preload("res://audio/sfx/jump.wav")
sfx_player.play()
```
### C#
```csharp
using Godot;
public partial class AudioExample : Node2D
{
private AudioStreamPlayer2D _sfxPlayer;
private AudioStreamPlayer _musicPlayer;
public override void _Ready()
{
_sfxPlayer = GetNode<AudioStreamPlayer2D>("AudioStreamPlayer2D");
_musicPlayer = GetNode<AudioStreamPlayer>("MusicPlayer");
_musicPlayer.Play();
}
public void PlayJumpSound()
{
_sfxPlayer.Stream = GD.Load<AudioStream>("res://audio/sfx/jump.wav");
_sfxPlayer.Play();
}
}
```
### Looping Audio
Looping is configured on the **AudioStream resource**, not the player node:
- **WAV:** Import tab → Loop Mode → Forward (or Ping-Pong)
- **OGG:** Import tab → Loop → On, set Loop Offset
- **MP3:** Import tab → Loop → On
> Always use OGG Vorbis for music (smaller files, good quality). Use WAV for short SFX (no decoding latency). Avoid MP3 for SFX — it adds silence at the start.
---
## 3. Audio Bus Management
### Setting Volume from Code
Godot uses **decibels (dB)** for volume. Linear-to-dB conversion is required for sliders.
#### GDScript
```gdscript
# Get bus index by name
var bus_index: int = AudioServer.get_bus_index("SFX")
# Set volume in dB directly
AudioServer.set_bus_volume_db(bus_index, -6.0) # -6 dB = ~50% perceived volume
# Convert linear (0.0–1.0) to dB — use for UI sliders
func set_bus_volume_linear(bus_name: String, linear: float) -> void:
var index := AudioServer.get_bus_index(bus_name)
AudioServer.set_bus_volume_db(index, linear_to_db(linear))
# Mute / unmute a bus
AudioServer.set_bus_mute(bus_index, true)
# Read current volume as linear (for displaying on a slider)
func get_bus_volume_linear(bus_name: String) -> float:
var index := AudioServer.get_bus_index(bus_name)
return db_to_linear(AudioServer.get_bus_volume_db(index))
```
#### C#
```csharp
int busIndex = AudioServer.GetBusIndex("SFX");
// Set volume in dB
AudioServer.SetBusVolumeDb(busIndex, -6.0f);
// Linear to dB conversion for UI sliders
public void SetBusVolumeLinear(string busName, float linear)
{
int index = AudioServer.GetBusIndex(busName);
AudioServer.SetBusVolumeDb(index, Mathf.LinearToDb(linear));
}
// Mute / unmute
AudioServer.SetBusMute(busIndex, true);
// Read current volume as linear
public float GetBusVolumeLinear(string busName)
{
int index = AudioServer.GetBusIndex(busName);
return Mathf.DbToLinear(AudioServer.GetBusVolumeDb(index));
}
```
### Audio Bus Effects
Add effects to buses in the Audio panel (bottom dock). Common effects:
| Effect | Use For |
|-----------------|---------------------------------------------|
| `Reverb` | Cave, cathedral, bathroom ambience |
| `Delay` | Echo effects |
| `Compressor` | Normalize loud/quiet sounds (master bus) |
| `Limiter` | Prevent clipping on master bus |
| `LowPassFilter` | Muffled sounds (underwater, behind walls) |
| `HighPassFilter` | Thin/tinny sound (radio, phone) |
| `Chorus` | Thicken sounds |
| `Distortion` | Gritty/overdrive effects |
| `EQ` | Fine-tune frequency bands |
### Dynamic Effect Toggle
```gdscript
# Enable/disable an effect on a bus at runtime
var bus_index := AudioServer.get_bus_index("SFX")
var effect_index := 0 # First effect on the bus
AudioServer.set_bus_effect_enabled(bus_index, effect_index, true)
# Apply low-pass filter for "underwater" feel
func set_underwater(enabled: bool) -> void:
var index := AudioServer.get_bus_index("SFX")
# Assumes a LowPassFilter is the first effect on the SFX bus
AudioServer.set_bus_effect_enabled(index, 0, enabled)
```
---
## 4. Spatial Audio (2D & 3D)
### AudioStreamPlayer2D
Automatically adjusts volume and panning based on distance to the nearest `AudioListener2D` (or the Camera2D if no listener exists).
```
Enemy (CharacterBody2D)
├── Sprite2D
└── AudioStreamPlayer2D ← positioned at enemy's location
bus = "SFX"
max_distance = 1000.0
attenuation = 1.0
```
Key properties:
| Property | Description | Default |
|-----------------|-----------------------------------------------|----------|
| `max_distance` | Beyond this distance, sound is silent | 2000.0 |
| `attenuation` | Volume falloff curve (1.0 = linear, higher = sharper) | 1.0 |
| `max_polyphony` | Max simultaneous instances of this player | 1 |
| `panning_strength` | How much the sound pans left/right | 1.0 |
### AudioStreamPlayer3D
Same concept but in 3D. Works with `AudioListener3D` (or the Camera3D).
Key additional properties:
| Property | Description |
|---------------------|---------------------------------------------|
| `unit_size` | Distance at which volume is 0 dB |
| `max_db` | Maximum volume cap |
| `attenuation_model` | Inverse, InverseSquare, Logarithmic, Disabled |
| `doppler_tracking` | Enable Doppler effect for moving sources |
### AudioListener
```gdscript
# Make a specific camera the audio listener
# 2D: add AudioListener2D as child of Camera2D, call make_current()
# 3D: add AudioListener3D as child of Camera3D, call make_current()
# By default, the current Camera2D/3D acts as the listener.
# Only add an explicit AudioListener if you need a different listening position.
```
```csharp
// 2D spatial player
public partial class Footsteps : AudioStreamPlayer2D
{
public override void _Ready()
{
Bus = "SFX";
MaxDistance = 1000.0f; // Pixels at which volume reaches zero
Attenuation = 1.0f; // Linear falloff (higher = sharper)
MaxPolyphony = 4; // Allow overlapping footstep sounds
}
public void PlayStep() => Play();
}
// 3D spatial player
public partial class EngineHum : AudioStreamPlayer3D
{
public override void _Ready()
{
Bus = "SFX";
UnitSize = 4.0f; // Meters at which volume is 0 dB
MaxDistance = 50.0f;
AttenuationModel = AttenuationModelEnum.InverseDistance;
}
}
// Custom listener — overrides the default Camera2D / Camera3D listener.
public partial class FollowCamListener : AudioListener3D
{
public override void _Ready() => MakeCurrent();
}
```
> ⚠️ **Changed in Godot 4.7:** The default `area_mask` on `AudioStreamPlayer2D`/`AudioStreamPlayer3D` changed from `1` to `0` (disabled) — the `audio_bus_override` feature on `Area2D`/`Area3D` (e.g. an underwater bus) stops working for players left at the default. Set `area_mask` back to layer 1 to restore it; masks explicitly set to anything other than layer 1 keep working. (The migration guide says "AudioStreamPlayer", but `area_mask` only exists on the 2D/3D variants.) See the [4.7 migration guide](https://docs.godotengine.org/en/latest/tutorials/migrating/upgrading_to_godot_4.7.html).
---
## 5. Music Manager (Autoload)
Crossfade between background tracks via a singleton autoload that manages two `AudioStreamPlayer` nodes and tweens their volume_db. Wire a `Music` audio bus so the settings menu can adjust music separately.
> See [references/music-manager.md](references/music-manager.md) for the full GDScript and C# autoload (crossfade, push/pop stack, current-track query).
---
## 6. SFX Pool
Pre-instantiate a fixed pool of `AudioStreamPlayer` nodes; `play_sfx(stream)` finds the next free player and plays. Avoids per-shot instancing churn for high-volume effects (gunshots, footsteps, hits).
> See [references/sfx-pooling.md](references/sfx-pooling.md) for the GDScript + C# pooled player and a 2D positional variant (pool of `AudioStreamPlayer2D` nodes that follow a target).
---
## 7. Audio Settings Integration
Wire HSliders in the settings menu to bus volumes via `AudioServer.set_bus_volume_db(bus_idx, linear_to_db(value))`. Persist with `ConfigFile`. Use the `linear_to_db` / `db_to_linear` helpers — never log-base by hand.
> See [references/audio-settings.md](references/audio-settings.md) for the full settings menu wiring with persistence (GDScript + C#).
---
## 8. Interactive & Adaptive Music (Godot 4.3+)
Three stream types for adaptive music: `AudioStreamPlaylist` (sequenced or shuffled tracks), `AudioStreamSynchronized` (multiple stems played in sync — vertical layering for combat intensity), `AudioStreamInteractive` (clip transitions on triggers — state-driven music). Godot 4.4+ adds `AudioStreamWAV.load_from_file()` for runtime WAV loading.
> **Godot 4.7+:** `AudioStreamInteractive` now exposes `TRANSITION_TO_TIME_PREVIOUS_POSITION` (`TransitionToTime` enum) to scripts — the destination clip resumes from its last played position if there was a previous transition from that clip, otherwise it plays from its start. Ideal for exploration ↔ combat music that picks up where it left off.
> See [references/interactive-music.md](references/interactive-music.md) for the stream-type comparison, GDScript recipes, the 4.7+ resume-position transition, and the 4.4+ runtime-load example.
---
## 9. Audio Import Best Practices
| Format | Use For | File Size | Decode Latency | Loop Support |
|-----------|----------------|-----------|----------------|---------------|
| **WAV** | Short SFX | Large | None (PCM) | Via import |
| **OGG** | Music, long SFX| Small | Minimal | Via import |
| **MP3** | Music (fallback)| Small | Has padding | Via import |
### Import Settings
In the Import dock (select an audio file):
- **Loop:** Enable for music and ambient loops
- **BPM / Beat Count / Bar Beats:** Set for rhythm-synced games
- **Force Mono:** Enable for 3D positional audio (stereo doesn't spatialize well)
> **Tip:** Keep SFX as 16-bit WAV at 44.1kHz. Godot stores WAV uncompressed in PCK, so they play instantly with zero decode overhead. For music, OGG Vorbis at quality 6–8 is a good balance.
---
## 11. Common Pitfalls
| Symptom | Cause | Fix |
|------------------------------------|-------------------------------------------------|-------------------------------------------------------------------|
| Sound doesn't play | Player not in the scene tree | Ensure the AudioStreamPlayer is `add_child()`'d before `play()` |
| Sound plays but no audio heard | Wrong bus name or bus is muted | Check `bus` property matches a bus name exactly (case-sensitive) |
| Music restarts on scene change | Player is part of the scene, not an autoload | Move music player to an autoload (MusicManager) |
| Positional audio has no panning | No AudioListener or Camera in the scene | Add an AudioListener2D/3D or ensure a Camera is current |
| Sound clicks or pops | Audio file has no fade-in/fade-out | Add a tiny fade (2–5ms) at start/end of WAV in audio editor |
| Too many sounds playing at once | No polyphony limit | Set `max_polyphony` on players or use an SFX pool |
| Volume slider feels non-linear | Using dB directly instead of linear conversion | Use `linear_to_db()` / `db_to_linear()` for slider values |
| 3D audio sounds mono/flat | Stereo source file | Import as mono (Force Mono in Import tab) for 3D spatialization |
| MP3 has silence at start | MP3 format adds encoder padding | Use WAV for timing-critical SFX, OGG for music |
---
## 12. Implementation Checklist
- [ ] Audio buses are set up: Master, Music, SFX (minimum)
- [ ] All AudioStreamPlayer nodes have the correct `bus` property assigned
- [ ] Music uses OGG Vorbis format; short SFX uses WAV
- [ ] Music player is in an autoload (survives scene changes)
- [ ] Music crossfading is implemented for smooth transitions
- [ ] SFX pool is used instead of creating new AudioStreamPlayer nodes dynamically
- [ ] Volume sliders use `linear_to_db()` / `db_to_linear()` conversion
- [ ] Near-zero slider values mute the bus (avoid `linear_to_db(0.0)` = `-inf`)
- [ ] 3D audio sources use mono audio files for proper spatialization
- [ ] Audio settings are saved and restored on game launch (ConfigFile or similar)
- [ ] Looping is configured on the AudioStream resource, not in code
- [ ] Interactive/adaptive music uses `AudioStreamPlaylist`, `AudioStreamSynchronized`, or `AudioStreamInteractive` (Godot 4.3+) instead of manual track-switching codeMore Mobile skills
animation-vocabulary
emilkowalski/skills
Reverse-lookup glossary that turns a vague description of a web animation or motion effect into its exact term ("the bouncy thing when a popover opens" → Pop in; "the iOS rubber-band scroll" → Rubber-banding). Use when the user asks "what's it called when…", or describes a motion effect without knowing its name and wants the right word to prompt an AI or designer with. For naming an effect, not designing or building one.
xcode-project-setup
firebase/agent-skills
Safely modifies Xcode projects (.pbxproj) to add Swift Packages and link files. Use this skill whenever an iOS project needs dependencies installed (e.g. Firebase, Alamofire).
cross-border-ecommerce
nexscope-ai/ecommerce-skills
Cross-border e-commerce expansion advisor. Scores target markets on 8 weighted dimensions (market size, ecommerce penetration, competition, regulatory complexity, logistics infrastructure, payment ecosystem, cultural distance, IP protection), compares 5 fulfillment models with cost and transit data, provides country-by-country tax/duty compliance guides (EU VAT/IOSS, UK VAT, US sales tax, CA GST, AU GST, JP consumption tax), maps local payment preferences by market, and builds a phased expansion roadmap. No API key required.

